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Items Deserve Consideration for Brawl Tourney Standards

Tony_

Smash Ace
Joined
Jul 29, 2007
Messages
793
Location
Great Falls, Montana
if you dont play the game the way tony likes you are wrong, sakurai told me that tony is always right on things like items and i say turn them off for tournaments

just so you guys know my name is tony

also buzz is a cool cat
I lol'd.

@ Buzz about the pro athlete comment: They devote their time to play well while making cash. They wouldn't be playing professionally unless they were really good and spent almost half their life preparing for a sports career. In smash, all you really need is 1-2 years to become really good at it.

Also, I come off as an *** I know, but its the only way to get my point across sometimes. I apologize for this.
 

TheBuzzSaw

Young Link Extraordinaire
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I lol'd.

@ Buzz about the pro athlete comment: They devote their time to play well while making cash. They wouldn't be playing professionally unless they were really good and spent almost half their life preparing for a sports career. In smash, all you really need is 1-2 years to become really good at it.

Also, I come off as an *** I know, but its the only way to get my point across sometimes. I apologize for this.
My only problem is that people like you who so adamantly support items would rather stroll in and attempt to change the current tournament community than go out and actually prove that item tournaments would be popular and worthwhile. The competitive community, as of right now, avoids items. We do not like them. We do not like the randomness of them. That's just the way things are. You complain about us tourney players spreading our evil influence over the WiFi matches... wait, wouldn't that mean it is fun for everyone? No one is forced to play by our rules. So, either way, you really have nothing to worry about. If items are so cool, play with items. We are unopposed to that. However, stop trying to dictate to us how we "remove a game mechanic" when all we're doing is making the matches 100% fair.
 

Dylan_Tnga

Smash Master
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Feb 19, 2007
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4,644
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Montreal Canada
Oh no. Quit trying to make items sound like they take the fun out of the game. Melee 2.0 means basically keeping the same rules from Melee to Brawl, which is stupid, pointless, and proves that "pro" smashers only care about money rather than playing a game for what it is, a game, not something you hope to gain glory from what, 5% of the total population of the world?

Turning off items also takes away a game mechanic, then again, you don't really care about that do you?
Oh wow. You're not even trying.

Quit trying to make items sound like they take the fun out of the game.
No one said they take the fun out of the game on a universal level. It comes down to personal opinion, and the reason there are no items in tournaments is it makes the competition depend more on the actual game, ie : controlling your character and actually knowing how to space properly and combo and knowing 10000 little things you're probably too lazy to learn, rather than getting a lucky item that wins you a free stock.

Fun has nothing to do with it, money is on the line at tournaments, and friendlies even AT tournaments can have any rules you agree on with your friends. I still fail to see why people still can't get this through their heads.


NO ONE IS TELLING YOU HOW TO PLAY THE GAME. IF YOU DO NOT LIKE THE TOURNAMENT RULES, MAKE YOUR OWN TOURNAMENT, AND SEE HOW SUCCESSFUL IT BECOMES.


Melee 2.0 means basically keeping the same rules from Melee to Brawl, which is stupid, pointless,
nah, Melee 2.0 isn't your term. Some one else coined it long before your poser *** did, and it doesn't mean what you just wrote. It was before we knew how the gameplay mechanics worked for brawl, and people who wanted wavedashing or other such fun things back in the game were insulted frequently using phrase ''Oh you just want Melee 2.0, this is brawl'' It has to do with gameplay, not tournament rules. Stop being a ****ing idiot.

, and proves that "pro" smashers only care about money rather than playing a game for what it is, a game, not something you hope to gain glory from what, 5% of the total population of the world?
First of all, could you explain how your bias point is proved by keeping some of the same rules from the melee tourney scene?

Right, it doesn't. Because your point is biased on your own little ignorant world, you hate the melee tourney scene, you've never been to a melee tournament. Melee tournaments dont affect you, and they never will unless you go to them. But you feel the need to get all high and mighty with people who hold their own private tournaments, because you don't agree with the rules?

Hey hotshot : DONT GO TO THE FREAKIN' TOURNAMENT THEN.

And if pro smash was about money, there wouldnt be very many pro smashers. The same people tend to win the prizes most of the time when it comes to smash, regionally. Skill is VERY defined in smashbros, but of course you'll come back and tell me that tourney players have no skill because they dont use items or other such stupidity.

Im tired of your kind. When are you people going to get a hint? when?
 

Red Exodus

Smash Master
Joined
Dec 7, 2006
Messages
4,494
Location
Hell
Dylan beat me too it, I would have done it earlier but I thought I mis-read Tony.

Tony you're paranoid, online will be flooded with casuals for you to beat to a pulp while most 'pros' will be fighting each other through friend codes or offline.
 

Jonkenden

Smash Cadet
Joined
Nov 14, 2007
Messages
69
Location
Sweden
I just agree with that there should be two kinds of tournaments, solves everything. No items and one with items, everyone does their thing and stay out of eachothers way. No matter what you do there is no escaping chance and luck, yes you can minimize it but there is no total escape.

It's known as human error, nerves, or just bad luck. Missing that one punch/kick/attack that could turn an entire match around, items are a more extreme variation where it can be pointed as a cause and proven more easily than saying "If I had hit you there" "it was my nerves" "just bad luck"

But whatever floats your boats, I enjoy chaos in games. And I don't really compete in anything, but I felt I wanted to share my view. Sorry if it offends anyone
 

MetaKnight0

Smash Lord
Joined
Jun 8, 2003
Messages
1,143
Location
Ontario, Canada
I feel exactly the same way as Tony_ but whenever I play with items on FFA the Royal Canadian Mounted Police arrive on warhorses, and fine me 10000 Canadian dollars which really means 10000 Canadian Geese or 5000 Polar Bears or maybe even 40000 CARIBOU! If I don't pay this fine immediately out of my back pocket they will arrest me under the law "NOT FOLLOWING MLG RULES lol" and make me live in Quebec and pick up a Quebec accent.

This is why I'm a tournament player.
 

AlphaZealot

Former Smashboards Owner
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I see so many arguments about items, and at some point in time someone always mention that taking items out decreases depth.

On the surface, that seems to be true. When you remove an element of the game, you are usually decreasing the level of depth needed to play. This isn't always the case though, so lets take a quick look at items.

Some could argue that an item on a set spawn point/timer adds depth because the position of its spawn must be controlled. This statement is mostly true, but doesn't positioning and control already exist without the need for items? In this case then, items don't add depth. Looking at the actual application of an item once it spawns becomes the next layer. Do you spend a brief moment picking the item up, considering you could very well be attacked if you do? Do you pick it up and use it immediately, or do you try to keep the item in its position simply to bait the opponent? These questions are just about the only place where items could concievably add depth, but there is another property of items that makes them so...depthless. In just about every scenario where an item spawns, the best choice of action is to pick up the item at the first moment that you have a chance to (in other words the previous statements about adding depth are negated). Why? Because items are overpowered. In just about every case an item is the most powerful weapon at any players disposal. Beyond that though, the use and application of items is very shallow. You pick it up. Then what? Well then you abandon all your normal ground A attacks...well actually you usually abandon every other form of attack that you have, simply because the item happens to become both your quickest and your most powerful attack, meaning there is no reason NOT to use it. There could be an extra layer here, as a Peach player I'll float cancel air attacks into sword slashes (if I have a beam sword) or into a saturn toss. The reality though is that items make the game much simpler, which means it actually takes away from the depth (items become the best attack to use, most are very difficult to play defense against, like the fireflower, and many times at the very least you can rack up damage on the opponent, but usually you can get a KO). My final point is about the ability to catch items...which isn't much of an ability at all. Maybe its because I'm a Peach player (turnips) but I have no difficultly catching items either on the ground or in the air. I'll actually throw bombombs straight up and recatch them when they return to the screen (and an air catch at that). The ability to catch an item is very much like the ability to edge tech. It seems hard at first, but its actually really, really easy.
 

Jonkenden

Smash Cadet
Joined
Nov 14, 2007
Messages
69
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Sweden
Maybe if they had implented so that you can't recover with items equipped or something would help, that way items won't always be so great. Wich by the way I don't consider them to be, kudos to item powers but skills also carry movement alterations. Tthey not only deal damage they cause you to become a moving target. And few items help with this, short off the bunny item.

I think they could have solved this issue by having items and weapons limiting your movement alot, that way you have to trade movement for damage. Or It could be a option to have this limitation, either way it seems we will have to see how things will be in the final game.
 

Dylan_Tnga

Smash Master
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Messages
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I just agree with that there should be two kinds of tournaments, solves everything. No items and one with items, everyone does their thing and stay out of eachothers way. No matter what you do there is no escaping chance and luck, yes you can minimize it but there is no total escape.

It's known as human error, nerves, or just bad luck. Missing that one punch/kick/attack that could turn an entire match around, items are a more extreme variation where it can be pointed as a cause and proven more easily than saying "If I had hit you there" "it was my nerves" "just bad luck"

But whatever floats your boats, I enjoy chaos in games. And I don't really compete in anything, but I felt I wanted to share my view. Sorry if it offends anyone
True, but johnning ( complaining) about an explosive barrel that fell on your head and lost you an extra 500$ you would have had if you won the set makes a lot more sense to me still than johning about messing up.

I mean its a really viable excuse to complain about a random box falling on your character and exploding and killing him. Sure you could have moved out of the way, but it was CHANCE that you were in that place at the WRONG time, you didnt lose your life because your opponent threw the box, you lost your life because random chance decided it was box-to-the-face time for you.

When YOU screw up your waveshine and airdodge or illusion off the edge (VERY common among fox/falco newbies) then its your fault. You put in the incorrect inputs, and if you insist on johnning about your own gameplay, then you are indeed one hundred perecent scrub.

The difference being you have no control over items, but you have nothing BUT control over your character, and the better you are, the more control, and the more defined your strategy. I beg you newer players who are reading this post, so go check out some of the MLG finals from anaheim or Dallas, or New york, or any of them, check out the videos.

Look at how the players play, and compare it to your game. Unless you're blind, youll note that ken plays much smarter than you probably do, and that he pulls of these amazing mixups and strategies in 1/4 of the time I could possibly do it.

He's constantly mixing up moves, look how he uses the counter, he rarely misses it vs PC, but sometimes hes all out spammming down b, the other time he hits 2-3 counters per stock which wins him the stock. Thats because hes reading PC, hes not just countering at random.

But I digress, items on tournaments would be a good idea for brawl. Its a new game and lots of people want to compete AND do so while playing what the game is ''supposed'' to be, which I guess is 2 minute timed with items on. I could see the rules changing to stock though for serious items tournaments like happened in melee tournaments. No one who creates large tournaments is ignorant enough to assume that the default settings of super smash bros' vs mode is the ''intended'' way for it to be played, or that intentions matter.

Myself, I will be going to the items off ones, if I even go to brawl tournaments. Brawl just doesnt look like a game I want to me more than slightly competitive in, but we'll see.

Melee for life, yo.

I think they could have solved this issue by having items and weapons limiting your movement alot,
Thatd be brilliant. Who the heck moves quickly with a giant hammer anyway?
 

Drik Khaail

Smash Ace
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huh
This is nintendo we're talking about, people! Random is their middle name! Or is it Steve.... anyways, we cant go around shouting "omg, that is teh wrong, it would make it to unbalencedd!!", we have to think about it. With some items, like a fire flower, which are okay, but something like the golden hammer that are just plain silly. Me? I'm gonna play Brawl and have fun. eventually...
 

Jonkenden

Smash Cadet
Joined
Nov 14, 2007
Messages
69
Location
Sweden
True, but johnning ( complaining) about an explosive barrel that fell on your head and lost you an extra 500$ you would have had if you won the set makes a lot more sense to me still than johning about messing up.
True but it might be possible to shut off explosive crates or similar especially, and even with them it seems to be a rare thing to happen. Do they actually explode from just hitting you? or do you need to hit it accidently?

Either way if you have a 5 stock fight or something a single stock lost to a crate is not an automatic loss. If the opponent you fight is equally skilled then yeh it is a bummer, but it could have happened to him too so the risk between the both of you is the same in the end.

But as I was saying I support both kinds of tournaments, that would please both sides of the argument easier than trying to put everyone together in one kind of tournament.
 

Dylan_Tnga

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True but it might be possible to shut off explosive crates or similar especially, and even with them it seems to be a rare thing to happen. Do they actually explode from just hitting you? or do you need to hit it accidently?

Either way if you have a 5 stock fight or something a single stock lost to a crate is not an automatic loss. If the opponent you fight is equally skilled then yeh it is a bummer, but it could have happened to him too so the risk between the both of you is the same in the end.

But as I was saying I support both kinds of tournaments, that would please both sides of the argument easier than trying to put everyone together in one kind of tournament.
Yeah im just arguing for the sake of the tournament style im used to mostly. I find that in items matches the results only change slightly, a better player with items can dominate even harder.

But I just dont enjoy playing with em on if its a test of ''skill'' I want to know how well I can do with the rules im used to and that are going to most likely continue to apply

but thats just me, itd be intresting to see an item tourney scene pop up for brawl, and Im sure we'd call check it out at least on youtube, id go to one for sure in montreal just for fun if it was like 10-15$ entry like most tourneys, not a big deal for me I have a job lol.
 

TheBuzzSaw

Young Link Extraordinaire
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I just don't understand this whole notion that "removing items is not true skill". I don't know anyone with true skill since nine times out of ten, item-supporters absolutely suck if items are turned off. Obviously, the competitive community is not the only group of players in need of training. >_>
 

Sliq

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Jan 13, 2006
Messages
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Either way if you have a 5 stock fight or something a single stock lost to a crate is not an automatic loss. If the opponent you fight is equally skilled then yeh it is a bummer, but it could have happened to him too so the risk between the both of you is the same in the end.
Yeah, but you could also be extremely unlucky and have it happen to only you and not him. Being extremely unlucky shouldn't determine a test of skill.

It is a coin flip, yes, but there isn't anything stopping from tails coming up 9 times in a row (totally stealing **** from Buzz right now).
 

Jonkenden

Smash Cadet
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Yeah, but you could also be extremely unlucky and have it happen to only you and not him. Being extremely unlucky shouldn't determine a test of skill.

It is a coin flip, yes, but there isn't anything stopping from tails coming up 9 times in a row (totally stealing **** from Buzz right now).
Well with that kind of bad luck I'd be suprised they made it to the tournament alive :laugh:

But statistically speaking that should be very unlikely to happen. Still point taken, and to see that happen would almost be worth paying for.
 

Sliq

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But statistically speaking that should be very unlikely to happen. Still point taken, and to see that happen would almost be worth paying for.
Not to the person who gets owned by the items. I wouldn't be too amused. I would like flip out and like time travel or something and punch Jesus.
 

Jonkenden

Smash Cadet
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Messages
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Not to the person who gets owned by the items. I wouldn't be too amused. I would like flip out and like time travel or something and punch Jesus.
Depends on your attitude with competive gaming, probably a good thing you aren't playing with items on then. Besides relax you sound like you think im personally attacking you for some reason. If that's the case Sorry wasn't my intention.
 

Sliq

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Depends on your attitude with competive gaming, probably a good thing you aren't playing with items on then. Besides relax you sound like you think im personally attacking you for some reason. If that's the case Sorry wasn't my intention.
 

TheBuzzSaw

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Well with that kind of bad luck I'd be suprised they made it to the tournament alive :laugh:

But statistically speaking that should be very unlikely to happen. Still point taken, and to see that happen would almost be worth paying for.
But you overlook the fact that it does happen. You speak like these things almost never happen, but the fact is that it happens a lot. I was on the receiving end of those "9 tails in a row" recently. I clearly outclassed my opponent, but he won because I suffered three explosions. Balance would only be achieved in a 99-stock match.
 

Team Giza

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Some could argue that an item on a set spawn point/timer adds depth because the position of its spawn must be controlled. This statement is mostly true, but doesn't positioning and control already exist without the need for items? In this case then, items don't add depth.
Actually you are overlooking the idea. It adds another layer of positioning and control. Yes smash already has a lot of positioning and control in high level and this still exists when items are put in. However, items can shift the focus on certain percentages. Lets say your opponent is at a low percent, and you know the items on will give you about a 80% chance of getting an item you want to do a good combo. You might want to defend the next item spawn point instead of trying to stay center stage or being campy near the edges. It shifts the focus of the gameplay temporarily, which makes them have an important function in the overall method of zoning what areas.

Looking at the actual application of an item once it spawns becomes the next layer. Do you spend a brief moment picking the item up, considering you could very well be attacked if you do? Do you pick it up and use it immediately, or do you try to keep the item in its position simply to bait the opponent? These questions are just about the only place where items could concievably add depth, but there is another property of items that makes them so...depthless. In just about every scenario where an item spawns, the best choice of action is to pick up the item at the first moment that you have a chance to (in other words the previous statements about adding depth are negated).
It is usually better to pick up the item. I will readily admit that it usually is (especially in melee), but sometimes it isn't always the case.

Let's take the Fire Flower in melee for example. It isn't usually best to pick this up unless your opponent is at low percentages (especially if you are Link). You could chuck it at the opponent but they could grab it without really losing anything and if you are at a low percentage that could be bad for you. Now one would think, well if I throw it straight up then I would still use it to control a little more space. Well... this isn't true. Lets say you throw it up and end up grabbing the opponent and stay a juggle. Potentially, when you are juggling they could DI into the item and use it to get out of the combo that you intended to do (or the knockout you would have assumed you gotten).

Why? Because items are overpowered. In just about every case an item is the most powerful weapon at any players disposal. Beyond that though, the use and application of items is very shallow. You pick it up. Then what? Well then you abandon all your normal ground A attacks...well actually you usually abandon every other form of attack that you have, simply because the item happens to become both your quickest and your most powerful attack, meaning there is no reason NOT to use it.
Well yeah, when you have an item you swap a few of your A attacks for other A attacks... isn't that... the point? But it isn't always best to use the items. Some characters actually lose something from items though. Marth is a good case of this. When he picks up some items he loses his forward smash. So often he would just want to use items for baiting or zoning. Usually it is good to use it, but there are still cases when it would be better not to.

There could be an extra layer here, as a Peach player I'll float cancel air attacks into sword slashes (if I have a beam sword) or into a saturn toss. The reality though is that items make the game much simpler, which means it actually takes away from the depth (items become the best attack to use, most are very difficult to play defense against, like the fireflower, and many times at the very least you can rack up damage on the opponent, but usually you can get a KO). My final point is about the ability to catch items...which isn't much of an ability at all. Maybe its because I'm a Peach player (turnips) but I have no difficultly catching items either on the ground or in the air. I'll actually throw bombombs straight up and recatch them when they return to the screen (and an air catch at that). The ability to catch an item is very much like the ability to edge tech. It seems hard at first, but its actually really, really easy.
Well now you are just saying that because it lowers the need for tech skill is one of the reasons it should be removed. In my opinion, I think that is stupid. Much like people who want to ban wobbling because they think it is too easy to perform compared to other things of the same effectiveness. It just doesn't hold up to many people... this is not a point. Difficulty should not be an issue hear unless it becomes increasingly difficult to escape something.

To me, you have not proved why items should be removed from competitive play if we can get rid of the main problems they caused in melee (you hitting something that exploded that was out of your control). All you stated is it would change the game. I don't see many strong points in there that it would actually lower the depth. It just seems like an unnecessary change that distances ourselves more from the full game experience. I think for tournaments we should look at everything more fairly... and I think items need to be looked at a little more than what you put down.

edit: But... capsules suck. So... I don't know how they will work in brawl... but if they are the same... then... I don't know.
 

Spellman

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There are no item tournaments, it's because item players clearly haven't been ambitious enough to start one. The end, unless people start making them. Brawl will be a fresh start 'cause a lot of people will be joining/rejoining the Smash community, so that will be a good opportunity to pounce.

Pretty much every possible arguement for items being good and items off being good has been stated. In fact, when I first started arguing for items, I wasn't bringing anything new to the table either. It was basically just a re-wording of random things that other people have said throughout time and history, because I didn't think of it first. I *still* believe what I believe, because that's just it. You either believe things are fair and take skill in a game or you don't.

Item users are already aware of the underlying randomness of that aspect of the game, and they just use that as cannon fodder for their argument, and non-item users think they're wrong, or would still rather play in that environment.

Non-item users are already aware of the content that is not allowed in a game, but they just use that as an argument of balance, keeping everyone on even playing ground, and to prevent anything from skewing the truly skilled player of the match.

Telling either of those players that they've been playing the game wrong, or that they've wasted the last 6 years not getting any better at the game is a total waste of time. Who are we to say what is fun for one person is fun for another?

So because all arguments have been exhausted, it is a pointless of time to pummel each other with these points again and again. 'Cause you already know which side you're attracted to playing, there's no point in going back and telling people, "Hey, you can't get any better at the way YOU'RE playing the game.", because more often then not, we play the game for the very reasons the opposing side is telling us is wrong. So give it up. Don't take the arguments/insults personally, and don't insult or argue with people and it will subside.

And I know everybody has an opinion and freedom of speech and yada yada yada, but this has been going on so long it has become counter productive, and isn't making our cases any stronger. Redundant.

Anyways, back to playing Galaxy! : )
 

TheBuzzSaw

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Team Giza, just outta curiosity, what does your tournament resume look like? Your words seem to express that you are not incredibly familiar with the competitive environment.
 

Team Giza

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I never really scored too high at them actually. Usually was in the top 25 in tournaments I went to (which usually have 50-80 people at them). I'm not sure how many I have been too... probably somewhere around 10-15 tournaments or something. I have hosted a small one myself under the usual melee tournament rules. Interestingly enough, right when I started playing smash it was under the tournament rules with a few of my friends... and just months after I started playing I went to a tournament.

I have also been to non-smash video game tournaments as well. >.>
 

AlphaZealot

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Actually you are overlooking the idea. It adds another layer of positioning and control. Yes smash already has a lot of positioning and control in high level and this still exists when items are put in. However, items can shift the focus on certain percentages. Lets say your opponent is at a low percent, and you know the items on will give you about a 80% chance of getting an item you want to do a good combo. You might want to defend the next item spawn point instead of trying to stay center stage or being campy near the edges. It shifts the focus of the gameplay temporarily, which makes them have an important function in the overall method of zoning what areas.
I understand your point, but in terms of adding depth nothing really happens. An item spawn will always be the highest priority of control because the payoff is much higher than any other zone on the map. Therefor, both players will simply fight for the item spawn instead of say, beneath the fin on Cornaria. In other words, its the same exact thing, except your simply fighting for a different area, and yes, you may need to move around, but that also already exists if you look at levels like brinstar, where some moments you want to control beneath lower right platform, and other time you want to cover center top platform. All I'm saying is that items don't add to positioning, at least not enough to warrant them being used.

Well now you are just saying that because it lowers the need for tech skill is one of the reasons it should be removed. In my opinion, I think that is stupid. Much like people who want to ban wobbling because they think it is too easy to perform compared to other things of the same effectiveness. It just doesn't hold up to many people... this is not a point. Difficulty should not be an issue hear unless it becomes increasingly difficult to escape something.
You missed my point. The ability to catch items is often touted as one of the reasons that they add depth to play, because some actually think it is hard to do. The reality is that catching items is easy, and doesn't add much in terms of technical depth.

To me, you have not proved why items should be removed from competitive play if we can get rid of the main problems they caused in melee (you hitting something that exploded that was out of your control). All you stated is it would change the game. I don't see many strong points in there that it would actually lower the depth. It just seems like an unnecessary change that distances ourselves more from the full game experience. I think for tournaments we should look at everything more fairly... and I think items need to be looked at a little more than what you put down.
I never attempted to prove why items should be removed. My post is about why removing items doesn't hinder the amount of depth in Smash because items at best add very minimal, thoughtless processes to the game.

Now, I'm going to backup though because you dismissed my point in regards to the most depth reducing part of items. When you have an item, in the majority of situations the best move is to attack with it. Yes, there are exceptions, I know, as a Peach player I love throwing turnips at people and forcing them to make a decision between catching/shielding the turnip or getting grabbed by me. Its awesome. But really, it doesn't go much further beyond that. Most of the time, you either attack with the item, or you throw it hoping their reaction to the item will give you an opening. Having items though removes a huge part of the game, that of 1)learning to chain together multiple attacks (because this becomes pointless when all you need to do is hit the person over and over with the same, overpowered attack) and 2)the opponent no longer has to learn to DI out of combos, instead, you simply hold up and toward the stage and you will have perfect DI every time.
 

Alex Tcp

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I don't really care if its luck or not, items can give you a last hope when your losing, and make the game a lot more fun. True they shouldn't be used in "important" tournaments, but as for playing at home, people who don't like items in it just can't handle losing once a while.
 

Team Giza

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I went through the attack point... yes it is most common that you would want to use it in some way. But whats wrong with that? Usually you have to guard the spot and try to control it at the time that it appears. What is wrong with rewarding that? And its not always best to use it... but more than 75% of the time it is. Sometimes throwing it forward gives no advantage to you and then the opponent as the item. Sometimes using it normal gives you too much lag and can be punished, or won't allow you to combo and will weaken the chance of approach and a high damage combo temporarily. Throwing it up, will zone out for you. It will allow you to control the same above you limiting your opponents opinions (same with throwing down in the air), give you a small amount of lag and can be useful. But I cannot even count how many items I thought that would be the best opinion and then ended up comboing the opponent right after just to have it be ruined by that item coming back down. :urg: Perhaps I didn't go over it in detail enough, so I hope this makes it more clear. Sorry if I sounded a bit disrespectful at first. I didn't mean to.

Personally I think items could add more depth to smash conceptually, but only a slight amount and only after all lots of memorization is done. Eventually you can base the speed of juggles and combos around the spawn of items. Almost known of it is technical skill. It makes the player need to know the spawn points on each level, and learn how to do some of these character+item specific combos are tactics as well. It makes there be more to do in the game, more to learn, more to memorize. These things do add levels of knowledge to make a skilled player even better against a non-skilled player which would even widen the gap that is there now.

I don't really care if its luck or not, items can give you a last hope when your losing, and make the game a lot more fun. True they shouldn't be used in "important" tournaments, but as for playing at home, people who don't like items in it just can't handle losing once a while.
Personally I don't think the concept of items make it less competitive. I actually think that last hope thing is a problem being some items were just messed up in melee. You can actually think about items in a competitive fashion but it would make for a lot more memorization of ratios and timing of spawns and such. Even in important tournaments I say that you could have items if everyone knew how to prepare (not with melee because of certain factors, but the concept of items). I don't think item matches are funner personally, especially in melee... I just think there is more to it, but some item factors were just way too flawed.
 

TheBuzzSaw

Young Link Extraordinaire
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I don't really care if its luck or not, items can give you a last hope when your losing, and make the game a lot more fun. True they shouldn't be used in "important" tournaments, but as for playing at home, people who don't like items in it just can't handle losing once a while.
I don't think anyone disagrees with that. Tournaments are the topic of discussion here...
 

Classic-Black

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I don't really care if its luck or not, items can give you a last hope when your losing, and make the game a lot more fun. True they shouldn't be used in "important" tournaments, but as for playing at home, people who don't like items in it just can't handle losing once a while.
Buzz already mentioned this threat was about tournament play. As for at home, ever consider the fact some people just don't like items, regardless of whether they win or lose?

I turned off items after my fight match in melee, simply because I have more fun without them.

maybe people who like items can't handle winning without a crutch? [/sarcasm]
 

Jonkenden

Smash Cadet
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Nov 14, 2007
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But you overlook the fact that it does happen. You speak like these things almost never happen, but the fact is that it happens a lot. I was on the receiving end of those "9 tails in a row" recently. I clearly outclassed my opponent, but he won because I suffered three explosions. Balance would only be achieved in a 99-stock match.
Well I thought I was clear by saying things like should and statistically speaking, I am avoiding to say it is or that it clearly is, because my experience with it is very limited. I am just saying this out of logic and common sense, and if it really happens alot or not in the game I can't say.

but looking at it logically, first the item would have to spawn right on top of you. That is alot of space that it could have spawned on but didn't, so 50 % to get hit in the head by an item is actually far less. Unless they have some kind of spawn trigger to be just above one of the players?

Now this happening several times in a row seems to be a veeeery low chance, but nevermind. Sometimes reality surpasses the story.

Love that picture above, lol internet is serious business!
 

Thinkaman

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This topic was not made for the purpose of debating items, but to point out that we have nothing to debate. Items were bad in Melee, and items may or may not be bad in Brawl. The day shall come, and we will play the game until a basic metagame solidifies. Then and only this will we as a community decide what items are good and what items are bad in brawl, just as we will decide what stages are good and what stages are bad.

All this topic is saying is to go into that fateful February day with an open mind, give it a fair trial. If you blindly turn items off in brawl from day 1, and insist that they are bad when you have never tried to play competitively with them, you become as blind and ignorant as the trolls who insist Melee would be better with items.
 

Tonic_Sonic

Smash Apprentice
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I don't think competitive brawlers will play with items on. The only one that has a chance is the Smash ball.
 

notftomearth7

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items are terrible. Theyre boring and they make the game depend on luck rather than skill, the only way to avoid this would to have the items appear like the blocks in tetris, and youd know which item was coming before it spawned, and where it was going to spawn. But thats not a feature in smash, and even if it was, Items would still be off in Tourneys.

The smash ball, I like. Why? because you have to break it open, it moves. It creates strategic possiblities, exploiting your opponnets desire to break the smashball and etc, and new combo techniques with the final smashes.

I wish that all final smashes were created equal though, some are SO good (bowsers, yoshis) and others are SOOO bad.

But im all for smashball in tourneys. Items never.
Allow me to speak on behalf of those who don't speak nerd. He said, "Blah blah blah blah!"

How is the smashball strategic at all? The strategy is, "Grab it, PWNAGE!"
I still don't understand how the smashball is not considered an item, by you, who is like the biggest anti-item freak on the Smashing planet.
 

Ruggeth

Smash Journeyman
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Nov 24, 2007
Messages
275
I saw Dylan under encyclopedia dramatica.

ITEMS? SCRUBS!!!!11oneone

--

But on topic. I think items in any of the smash games are fun. If you're truly "pro" you'd know how to dodge one.
 

Tobi-

Smash Ace
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Well, you don't really grab the smash ball, you have to hit it a couple of times.

but still, Smash Ball IS an item, and probably wont be used in tourneys. Even though it looks amazingly awesome, it wont be used. Yes, it will be used for fun, but not tourney. How ironic does that sound? Lol
 

TheBuzzSaw

Young Link Extraordinaire
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But on topic. I think items in any of the smash games are fun. If you're truly "pro" you'd know how to dodge one.
It cracks me up seeing item supporters throw this comment out there. If you people are truly "pro", you'd know how to survive without your CRUTCH.
 

Team Giza

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But on topic. I think items in any of the smash games are fun. If you're truly "pro" you'd know how to dodge one.
Heh, items had a lot of problems in melee and 64. It is pretty clear why they are not used in tournaments for those games. I even have the problems when I get rid of a lot of the factors. Even though I turn off boxes, capsules, and barrels when I play on Yoshi Story I still end up having exploding eggs spawn during someone's attack and killing them. Doesn't matter how "pro" you are, if an exploding object spawns over you during your attack it cannot be avoided. Plus, many people do not think items are fun in the long term and even I find most of the items to not be fun or skill based what so ever. Funny enough, most of the people I know don't play with items... and they don't even go to tournaments.

Well, you don't really grab the smash ball, you have to hit it a couple of times.

but still, Smash Ball IS an item, and probably wont be used in tourneys. Even though it looks amazingly awesome, it wont be used. Yes, it will be used for fun, but not tourney. How ironic does that sound? Lol
Even if other items are heavily considered I feel pretty safe in saying smash balls will be. They add an interesting dynamic that is much more controlled and part of the game than other items. Heck, even Dylan considers the use of it in tournaments!
 
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